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Join the Playtest on Steam Now: SpiritVale

This is the documentation page for Module:GameData

Module:GameData

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Module:GameData is the central JSON loader for SpiritVale’s game data.

It reads four JSON pages:

and turns each one into a Lua dataset that other modules (like Module:GameSkills, Module:GamePassives, Module:GameSummons, and Module:GameEffects) can use.

This module is not meant to be called directly from templates with #invoke. Instead, other Lua modules should require it and use the load* helper functions described below.


JSON format

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Each JSON page is expected to have the following top-level structure:

{
  "version": "SpiritVale-0.8.2",
  "schema_version": 1,
  "generated_at": "2025-12-12T17:24:05.807675+00:00",
  "records": [
    {
      "Name": "Some Skill",
      "Internal Name": "SomeSkillInternalId",
      "...": "other fields specific to this type"
    },
    {
      "Name": "Another Skill",
      "Internal Name": "AnotherSkill",
      "...": "more data"
    }
  ]
}

Key points:

  • version – game / patch version string.
  • schema_version – JSON schema version number.
  • generated_at – timestamp when the file was generated by the external tool.
  • records – array of objects (skills, passives, summons, effects, etc.).
  • Each record must have an "Internal Name" field, used as the stable ID.

The exact fields inside each record depend on the data type and are handled by the type-specific modules (Module:GameSkills, Module:GamePassives, Module:GameSummons, Module:GameEffects).


Return value

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Every load* function returns the same dataset structure:

local dataset = {
  meta    = {
    version        = "SpiritVale-0.8.2",
    schema_version = 1,
    generated_at   = "2025-12-12T17:24:05.807675+00:00",
  },
  records = { ... },  -- array of all records from the JSON
  byId    = {         -- lookup table by "Internal Name"
    ["SomeSkillInternalId"] = { ...record... },
    ["AnotherSkill"]        = { ...record... },
    -- etc.
  },
}

This makes it easy to either:

  • Iterate over all records via dataset.records, or
  • Grab a single record by its internal ID via dataset.byId["Internal Name"].

Public functions

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loadSkills()

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Reads Data:skills.json and returns a dataset for all active skills.

local GameData = require("Module:GameData")
local skills = GameData.loadSkills()

-- Access metadata
local meta = skills.meta

-- Iterate all skills
for _, skill in ipairs(skills.records) do
    -- do something
end

-- Lookup by Internal Name
local bash = skills.byId["Bash"]

loadPassives()

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Reads Data:passives.json and returns a dataset for all passive skills.

local GameData = require("Module:GameData")
local passives = GameData.loadPassives()

loadSummons()

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Reads Data:summons.json and returns a dataset for all summons.

local GameData = require("Module:GameData")
local summons = GameData.loadSummons()

loadEffects()

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Reads Data:effects.json and returns a dataset for all status effects / effects.

local GameData = require("Module:GameData")
local effects = GameData.loadEffects()

Usage pattern

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Other modules should:

  1. require("Module:GameData").
  2. Call the appropriate load* function.
  3. Use .byId for fast lookups by internal ID.
  4. Use .records when they need to iterate over all entries.

Example (skills):

local GameData = require("Module:GameData")
local p = {}

function p.infobox(frame)
    local id = frame.args.id
    local skills = GameData.loadSkills()
    local rec = skills.byId[id]
    -- build and return HTML using 'rec'
end

return p

This keeps all JSON loading and parsing logic in one place, and makes it easy to update the data files each patch without changing the Lua code.